Wow such an amazing concept, I love it, also art is very nice!. It's said that you didn't have time for sound (or it's broken) as it would compliment it nicely. Solid entry.
I wish I had recorded myself playing this game, because when I died for the first time and saw the dead me there still shooting I audibly gasped, I did not expect it. I really enjoyed the concept behind this game, it felt a lot of fun and the strategic planning that went into every death was something that I hadn't done before in this sort of context. I feel the game could have used a little bit of polish though, the graphics were really nice to look at but I often got lost within them, and the feel of the game could have been made faster and more action packed. I still really enjoyed this one, and felt it was a fun and unique perspective on the whole "previous runs help you" idea
@porcus-pie It's all I really want: for my games to be gasp-worthy. Thanks for the feedback, I tried to have non-terrain things stick out with vibrant colours but the character can still blend in with the pile of spider corpses. I'll keep it in mind for my next game!
@sininenblue You are very right about the floatiness, it's one of those things where you make it at the start, you get used to it playing through it over and over again as you develop and you just don't realise it's a bit jank.
My very first thought was like why are you spawning so many mobs. I died and then realized why; great hidden mechanic I was expecting was fun to play. With some SFX and audio if would be really good.
As someone else who interpreted the theme with clones of your past runs, I love this game, I already liked it when I thought it was just the ghosts following your movements, then when I realised that if you outlive them, they turn into turrets, a whole new level of tactics was available to me. The only thing I could recommend is taking some time to find good SFX to use, as they add game feel like nothing else, and I think it could especially heighten the sense of catharsis this game is so beautifully portraying! Would love to take about programming clones like this, and see how our methods differ!
I've seen a lot of implementations of this, but I really like the way this was done. It makes the 'ghost' mechanic useful and I can strategize with it. Jumping could be improved though, as it feels kind of weird right now (but this is just a small nitpick)
Excellent! This was a really fun idea and great to play. I tried a few different tactics but found what worked best was taking the same route each time and trying to establish a crossfire zone to steer your enemies through. As others have said, the jumping could be improved. I didn't mind the floatiness, but it was quite easy to get stuck on the edge of a platform, not quite landed but no longer falling - thus you're not able to jump again until you slide down the edge to another platform. It didn't take away from the fun gameplay though - good entry.
Super fun game! I wanted more reason to explore the level left/right, it felt like spamming from the center platform was one of the best strategies. As well, I had the same problem with getting stuck on edges of platforms, which made it a bit harder to get around the level.
Lack music :D but I really liked the fast pace... Infinite Spiders :D Maybe you need to add stuff to catch like powerups, that way you motivate the player to move from a location :) Nice game @gibss :)
Great job! Would've loved some fast paced music and skittering noises for the bugs to make. Also some sort of indications on how many clones/loops there can be at one time would be nice. I think there could only be like 6 or 7 at a time? Overall solid job
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The only thing I could recommend is taking some time to find good SFX to use, as they add game feel like nothing else, and I think it could especially heighten the sense of catharsis this game is so beautifully portraying!
Would love to take about programming clones like this, and see how our methods differ!
I clear the phase 2 times with 5 "friends" :smile: